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Fixes for bugs, developer oversights and also some small extra features. This version is compatible with the STEAM version of Far Cry 2.
This mod fixes lots of bugs and developer oversights, as well as adding a couple of small features to improve gameplay.
There are seperate downloads for the Steam, GOG, Ubisoft Connect and Epic Games Store versions.
The download comes with all the fixes below and also a 4GB patched .exe file for improved game stability and load times.
You can also choose between the following options:
1) Save Anywhere and Limited Saving, if you want to have the PC or console experience.
2) Flashing Items or No Flashing Items, if you want some extra immersion.
Full list of changes
Graphics
Weapons
Vehicles
Gameplay
General
DLC - Available without authentication with Ubisoft
Changelog
v1.1
Reduced fall damage.
Reduced monocular sensitivity.
Improved a slight misalignment of the vehicle GPS.
Added instructions to adjust the level of colour saturation with the 'Colourful Far Cry 2' Reshade.
v1.2
Reduced the chance for enemies to chase the player when driving through outposts from 100% to 50%.
Explosive barrels now start fires.
Improved the formatting of the character select screen (English only).
Added a new download for the Epic Games Store version.
Updated the Reshade version to 5.0.1 and changed the legacy 'Colourfulness' shader to the more modern 'Vibrance'. The end result is identical.
Removed mip-maps from the mod watermark so it shows correctly on low settings.
Fixed a mistake I made that broke the widescreen menu label.
Fixed a mistake I made where rim lighting had not been removed.
v1.3
Less annoying outposts and improved world persistence - With his permission I have included Scubrah's amazing newscript. This means areas where the player has visited are maintained in memory, up to a reasonable distance.
Removed a sniper that often gets stuck inside a rock in map 2, at the ammunition outpost between the Crash Site and Sepoko.
Specops enemies now have a truly unique appearance suitable to their role.
Fixed a mistake in the previous version where the blue fuzz filter on the vehicle GPS had been removed.
Updated the Reshade version to 5.1.0.
v1.4
Fixed an issue with the intro where the Big Trucks carrying troops would stay stationary where they spawned.
Added Scubrah's fix for bouncing npcs with framerates over 60.
1.5
Added a missing file for the bouncing npcs fix.
1.6
Removed the fix for an uncapped framerate causing bouncing npcs due to a bug where touching some npcs damages the player.
Interesting. So this is your Vanilla+ mod, but without gameplay changes?
Pretty much! This is bug fixes and small tweaks only, intended for those who want a pure or first time experience. I got all the bugs I'm aware of, but do you know of any others?
Is there no mod that fixes the 60+ fps/hz issue? I thought since its also made with the Havoc engine, fixes like in Skyrim would work too.
I.imgur.com
here is a fix in the game Skyrim to play on higher fps, maybe it works the same in far cry 2? I don't know where to put it tho
Maybe the GamerProfile.xml under\Documents\My Games\Far Cry 2\ ?
The is no fix as of yet unfortunately. There was one which you might see quoted elsewhere but it actual introduces other bugs like the player being damaged by certain animations.
I don't think that fix will work with FC2, although they both use Havoc there is no comparable section to paste that text. The differences in engine make it incompatible.
Does this have the "skip game intro" feature like Vanilla+? I hate how long that intro is, I want to get right into the action and not sit through a taxi ride.
Unfortunately not, and the saves for Vanilla+ are only compatible for this mod if you use the ones with all weapons unlocked.
There's no secret to making those saves, I just played through the intro a bunch of times. Maybe one day I'll do it for this mod too but not yet!
Thanks for making this. The only thing missing is the 2x weapon DMG from your other Far Cry 2 mods, so I used the Almost Complete Guide to modify the hit locations damage multipliers to be doubled (Ex. Bodyshots do 2x DMG, leg shots do 1x DMG, headshots do 12x DMG) and it makes the combat so much better.
Maybe I could have manually edited weapon DMG so that everyone (Player/Enemy/Buddy) does 2x DMG, but that's a lot of work and just editing the damage multipliers is adequate enough. I do not know if the damage multipliers for hit locations affect the player or buddies, but they sure do affect enemies.
Thanks for also making the modding guide for FC2. Breathes new life into the game by empowering the community to be able to mod the flaws this game had, like the bulletsponge combat.
That's awesome, I'm glad that you're enjoying this mod and that you've found the guide useful.
A quick way to make the enemies also more damaging is to reduce player health, which is what I did in Realism+. For me I moved the values down one level, so Normal had the health of Hardcore and so on.
My method is probably to reduce player health by 0.5x to compensate for the 2x DMG to all body parts. I'm not sure if this would make Infamous difficulty impossible, though.
If there are any segments where the player taking damage is mandatory, then the player would have too little health to survive those segments. For example, I once tried to mod Spec Ops: The Line so that everyone would have 0.5x HP. This made a segment where the player had to outrun a Little Bird helicopter outright impossible on the hardest difficulty known as FUBAR Difficulty, because the player kept taking mandatory, scripted damage during the sequence and died every time due to having too little health.
EDIT: Went ahead and used the guide to reduce the player's overall max health AND each health bar by 2x. Player still feels a bit spongy in the early game on Infamous difficulty while enemies actually die in a 3-round burst to the chest. Do I have to start a new game for my mod changes to player health to take effect?
any retail version?
For retail the Steam files should be fine.
It's possible to fix the HUD being stretched at proportions like 16:9 and 15:9?
I don't have an ultrawide monitor so don't know anything about stretched huds with something like. The HUD doesn't seem stretched at all with 16:9 though
It is stretched at those proportions: Wsgf.org
Encountered a bug, my second buddy can't be made "rescue ready" again. He is simply not appearing in any safehouse or Mike's bar no matter how much I sleep. Some guy on FC2 discord said it is the issue of the script in this mod
Any way to fix that? File editing?
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